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Post by tsuyoiraion on Aug 26, 2020 1:59:30 GMT
Invector Player Extension Features:- Idle Breath (If active, plays breathing sound when idle for a certain time)
- Auto stops breathing if player moves, jumps, blocks, etc.
- Feature to check input values (i.e Check Inputs)
- Particles (Used for invector actions, i.e jump, roll, etc.)
- Particles can be delayed (i.e custom delay time)
- Particles can play sounds (linked with delay)
- Particles can check if player is grounded (i.e if player rolls off of building, particle will not play)
- Emotions (i.e wave, bow, etc.)
- Emotions Event Trigger (i.e string/button assigned)
- Emotions Event (invokes when emotion button is pressed, to display emotion window, etc.)
- Emotions use string to trigger animation on assigned Animator
- Emotions can lock player movement
- Actions (Action sound effects, i.e pickup, equip, etc.)
- Actions have custom volume, pitch, audio source and sound clip values
Purchase:All features have been moved to Invector World ComponentsDescription:While developing with the melee system i noticed there were some features missing that felt necessary, so i added them The script is easy to use and straight forward, simply place the script on your player character, fill in the values and you are ready to go!
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Post by komposite on Aug 26, 2020 14:25:11 GMT
Looks nice, but when your starting implementing a breathing system, it implies that you must do one for when the character is running (so accelerate the breathing according to the time elapsed of you running), jumping, etc... And I guess the process can be loooooong, especially if you want to fade smoothly between each segment to don't have 2 breathing at the same time (would be confusing) and responsive (In order to feel the effort).
Let me know if you need breathing sample anyway, I can provide that easily.
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Post by tsuyoiraion on Aug 26, 2020 15:54:16 GMT
Looks nice, but when your starting implementing a breathing system, it implies that you must do one for when the character is running (so accelerate the breathing according to the time elapsed of you running), jumping, etc... And I guess the process can be loooooong, especially if you want to fade smoothly between each segment to don't have 2 breathing at the same time (would be confusing) and responsive (In order to feel the effort). Let me know if you need breathing sample anyway, I can provide that easily. Well that would imply that i plan to add breathing to other states, which i don't hehe as this is a dark souls like setup, there would be no breathing during running or any other states other than idle. For any other use, i would probably go with utilizing the animator/animation components rather than an external script to handle breathing, as the breathing in that case would depend on what state/animation is currently active.
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Post by tsuyoiraion on Sept 13, 2020 20:10:50 GMT
As development continues with my project i've added new features and updated the initial post For this comment i'll show off a new addition for particles, which can be triggered via the Third Person Controller events or other methods. This example displays a roll particle and roll sound effect being played, using a delay and if grounded detection.
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